#Input delay/ Inputs not registering
244 messages · Page 1 of 1 (latest)
don't have any recordings but can confirm noticing that blocking does not seem to work like it used to and feels like every so often when I try to block nothing happens
@ivory forge you have some clips where cancel to parry was failing
the most common failure mode of cancel to parry is when we get the cancel input and parry doesn't queue.
I have an issue with sprint charge/sprint attack where it will start then just immediately stop and sort of stagger me. That's been an issue for a while but ill try to get a clip
More recently I have an issue where i have to hit RT twice in order to throw a slash. I thought it was a controller issue until other people mentioned having issues with inputs too
Another thing I've specifically run into(but don't have clips of) is when I've put in an input, I get hit, I put in a different input, and the original queued input plays multiple seconds later instead of letting me block.
I've also run into getting hit and having the block lockout time be heavily inconsistent. There are times where I actually can't block for multiple seconds and I suspect that it's related to some form of server-side lockout registration?
related to that
Idk if anyone specifically saved clips of it, but another quite common issue is that sprint attacks will simply fail to initiate, not even performing any stagger or animation. It'll make the sound, sometimes eat your sprint, and it will eat the stam.
that's desync rather than input issues
Bookmarking
is that on steam? or another platform
Xbox Series X
Yh i get this alot
Desync wouldn’t be a problem if they just brought back na south central duel servers 😒
amen
Sometimes the game thinks that I'm crouching when I'm just turning my character without pressing R3. What I'm dealing with are button delays or sometimes it would respond to whatever button I'm pressing mainly when I'm in combat
I'm on PS5 and I've dealt with that before. Especially when I'm trying to slash and it won't respond.
How do I get that thing where I can put the picture of my controller on my screen and it'll show what buttons that I'm pressing?
Some delayed inputs can be avoided by increasing your trigger deadzone if on controller. That helped me with what I thought was delayed inputs.
I hold on to the trigger button at little longer than I should.
I have my trigger dead zone at default but that I've never experienced it til like 3 weeks ago or so
try setting it to zero and play. I was throwing out a swing when I wanted to block.
Sometimes when i alt stab it feints into normal heavy stab. I do not use mousewheel, i use a key press. I am not near the normal key press for a normal stab.
Same for overheads
Actually, the delay for squat and jab would be nice to play with on controller. press and hold right-stick u squat. Tap the same button for a jab. The delay between press and tap in a scroll bar would be nice to play with.
this could be input delay - I pressed attack and the response was delayed.
or desync
humm...
idk
if your initial attack input was delayed the video doesn't demonstrate that well. The actual damage portion/release reached the enemies and then hit about a third of to a half of a second later which would be desync.
https://recorder.easeus.com/screen-recording-resource/how-to-record-last-30-seconds-on-obs.html#:~:text=Under the Replay Buffer tab,seconds of your game screen @carmine prawn might work for ya
ok - they need the actual key inputs. i found this overlay plugin for obs, it displays your inputs in real time while you record your video. https://obsproject.com/forum/resources/input-overlay.552/
Input Overlay is a plugin for obs studio that shows keyboard, mouse and gamepad inputs on stream. It adds a new source for visualizing inputs.
How does it work?
The plugin uses a texture and a config file to create the overlay. This means that...
requiring input overlay is annoying to do cause what else but OBS. and then theres the size of the video for discord. im not getting nitro just for that
Cancel to parry is often weirdly slow compared to dodge to parry
And just slow in general
I have experienced this as well
Upon further consideration after posting this in sun gods thread this seems like a fresher place to get some eyes on it, so behold. I input a block on my combo well before my slash input, and the game gods decided that buffering block was unnecessary and what I truly wanted to do was a random feint for no reason.
There is a certain aspect of these discussions that reminds me of Cowboys and Indians as a kid.
"That hit you"
"No it Didn't"
"Yes It did i actually hit you"
"No it didnt"
There are lots of discussions that get wrapped up into what "Should" of happened, instead of what actually happened. The game is the decider in what happened, and there is not enough discussion into why combat played out the way it did.
looks like the particular input sequence was that you:
- input rb
- input block
- input rt during windup which feints
but since it was windup block should've worked
Yes
Block should buffer and then either counter slash or what I was trying to do which is get a corrected riposte off that overhead feint (had it hit me), not a neutral feint
Sometimes when I attack, the game won't respond to me either slashing, stab, or overhead
Like I have this too which demonstrates a combo input not working (which I suspect has to do with thwack because breaking barricades also randomly eats combo inputs) but you can also clearly see I input an overhead > block > slash and instead of canceling to parry and counter slashing, it hard canceled my overhead into a slash as if I had tapped X instead of LT
no no no, you inputted Cancel into Parry ! Block is its own bind, on the controller its the same button, but cancel into parry takes precedence over blocking. so i do this all the time on purpose i use cancel into parry being bound on my right mouse button to do cancels, i just input another attack before i go into parry(or held block). which is what happened to you here
okay maybe you inputted it too fast and it got desync'd
https://medal.tv/games/chivalry-2/clips/1okmLitn7_ml1L/d1337VeWPK7E?invite=cr-MSxMaGssMTg0NzE2MTU5LA
10 Views. Watch vs JimLocust69 (longsword duel) and millions of other Chivalry 2 videos on Medal, the #1 Game Clip Platform.
here's what i was talkin bout with the cancel into parry thing
If it was a cancel it wouldn't have the feint icon appear, it would do what it does in the second video I posted where it does a weird blend cancel thing into the slash I inputted. In the first video pressing the block key straight up didn't do anything, the slash input took precedence over the block input and just feinted as if I'd never keyed block in the first place.
the game is broken
I know what you mean with canceling though, you can use LT to achieve the same effect as repeatedly canceling with X/□.
Which imo shouldn't be a thing. These days a controller with paddles can be had for equal or less price than a first party controller. LT should be block only where applicable and function for alt feints otherwise. Or at least be a gamepad option. Having options on the same input isn't bad but it introduces a ton of inconsistency which is bad.
And if you wanna get really weird....having a controller plugged in vs just kbm changes the interaction on kbm for how these inputs work to mimic controller stuff. Remove the controller and the block feathering inputs you'd use for cancels and alt feints no longer function.
That's outside the scope of this thread though lmao. It's wild to see in action though.
well it functions for alt feints, because of cancel into parry. its literally cancelling your attack and you're inputting another attack before you go into parry and the game reads that as a feint
but if you time it a little later/earlier then it will read it as a cancel
its all like slight timing diff's
Except it doesn't do that from riposte, and while it works for counters you obviously can't cancel though normally.
But having a bunch of different timings on what's fundamentally the same input is what causes so much inconsistency, which is why it's so annoying.
but wait out of riposte you can
I don't think you can
Maybe with some kind of tech, but I'm fairly confident ripostes are committed actions and can't be hard cancelled
You can dodge cancel it maybe, I've never actually tried that with a riposte
I've noticed sliding/rubber banding in one direction without the ability to move my character until this sliding stops.
I'm keeping this alive for the reason that it's getting on my nerves now.
I don’t know if anyone has noticed, but chivalry two is unplayable right now! Everyone on the West Coast trying to play in central servers wants to claw their eyes out! I don’t know if they ran out of money for the south central servers, but we need them back and we need help soon or these new games coming out are gonna have me hooked and I’m waiting for chiv 3….. if that even come out lol!
FIX YOUR GAME!
I haven't had a chance to look through these yet and parse things for internal, but it's on my to do list
Commenting so people can see I've seen it
I am sorry to bump, but european servers are on fire again. PLEASE actually take a look at the logs. There is a ton of disconnects, ping spikes, rubberbanding and plain hitreg fuckery
Bump
Bump
I actually experienced and issue where I press R1 to stab but then tried to hold block so that I can switch to a slash but the game ignored my buttons to block then slash
Is this what I get after taking a break from this game for like a week?
After I slashed someone, I tried to do an overhead but there was response so I had to slash again instead
Sauce, had some instances of this exact problem on PC yesterday. Slash-into-overhead feints just plain did not register (presumably because the server dropped the packet).
I was thinking that it was the server
I’m going to try reminding myself to post here tomorrow, I can get video footage of it.
I know that input lag can be caused in two ways, either from spamming inputs or by holding block.
The holding block issue is the most problematic since it actually makes correct counters turn into riposte, you can solve this by “tapping” right click each time you counter.
Hmm another example would be if you spam R (jabs) then it sometimes queues a second jab right afterwards.
It's been shit since a few patches
bump
bump
I have to be recording my keyboard or something to prove this, otherwise you won’t know if I’m pressing something. But it definitely exists and can be caused the way I mentioned for anyone that would like to try
Hit delay is a huge problem rn someone will swing and I'll think they missed then 2 sec later when I swing the hit registers
the OBS input overlay uses input provided by your system rather than what registers in-game so that also works
I didn’t know this thread existed. But yeah I played a bunch of 64s over the past few days and noticed input delay/dropped inputs a ton. Obviously there is the cancel to parry. Sometimes I would think in my head to just play it safe and cancel almost instantly and yet I still got hit. Another issue is with queue. Something changed last update so now you cannot cancel and then counter. You just cancel and then output a regular attack. Or sometimes you cancel and your attack stops and nothing happens. It gets so ridiculous that sometimes I even input counter feints and my guy just stands there doing nothing. Maybe it has to do with holding down block/cancel to parry button.
If my storage wasn’t full I would be uploading a flood of clips. Showing me (on 0 ping) countering attacks perfectly early and yet I get ripostes. This happens so consistently it’s ridiculous. The group combat DEPENDS on countering for maintaining stamina and active parry. Also I would need to test it but I believe this is incredibly game breaking because although you get a “riposte” instead of counter; I don’t think you get the benefits of a riposte. That being reduced windup times. So what you do get is no active parry with a slow counter swing (counters have increased windup).
Furthermore, there is another bug where you successfully counter and you get the blue sparks, but your swing stops and you essentially teleport to neutral. It was very rare, but now it happens multiple times a session. I even learned that you can basically execute a desync swing with it because now it doesn’t shock me any more. It just seems like if you know how the game should work, in its current state you can’t help but be frustrated and demoralized.
I’ve noticed that issue a lot over the past couple months, really sucks when you go to get what is a sure kill with the sprint charge, get staggered by thin air instead and then die very shortly after
Try early counter
But I agree ngl why is FTP so unresponsive so many gambles I try to ftp out of
Let us ftp out of counters tho
What is that on the bottom left of your screen right above the oilpot icon? I've never seen anything like that before 😳😳😳😳😳😳
so truu
could just play around it but its hard when weapon speeds are so different and i like doing 1v2s and above, becomes difficult to not need to ftp/ cancel to parry
1vX is just spam dodge since there is no FTP or 1vx tech your just at the mercy of active parry
dodge to parry feels way faster than ftp i just go for that
shit is instant sometimes
If you just swing and the. Rmb in windup you can see how hilariously long the delay is
Its like full 500 ms to cancel into parry
ive seen a clip of ziggy getting cancel to parry instantly like how it is supposed to opporate, he was using rapier tho so im curious if faster weapons dont have the slow as much but in my own experience i dont think that is true, its just that i notice it less with rapier since most of the time i can just let my attack go through instead of having to cancel to parry because rapier is fast
Could be
Might try ftp with greatsword vs rapier when I get home
But I think they just need to make ftp faster on all weapons and increase early release (if it even exists lol)
it's not a gamble if you can ftp out of it. Input queueing just doesn't work. You should be comboing everything because of how many pubbers will just gamble. It's just that since ftp is inconsistent you're fucked.
ftp is fast enough. The problem is that it's not working, not that it's too slow.
against the other war hammer guy i canceled and and after such a long time could not manage to throw out a counter swing
just a regular swing i even panic feinted
Is there a way to put my controllers onto the screen when I clip something or such. I'm not sure how it works but if it's possible for me then I'll send clear proof also. ( console edition )
I don't think it's a console thing but if you have a good pc for recording you can stream stuff to the xbox app on pc and then use some recording software to pull it off.
So I finally went through like 5% of my clips and trimmed them down. I'll keep posting but I had a spare 15 mins. LMK what yall think
these were just the past 2 days
@high juniper
first clip is active parry being ignored blatantly during windup
second clip you even had the shield on screen and the game said fuck you
third and fourth clips lol, lmao
fifth clip the shield shows up again indicating you performed cancel to parry, but the parry portion does not occur
there may be more to this bug than pure input queueing
last clip is just another lol, lmao
the proof is in the pudding
Exposing Chivalry 2's shitness (rest)
that overhead looked like it hit too fast rather than actually being block failing to input, as you were still in the light counter stagger
which is a different netcode problem causing inconsistent swing times
Trying to do a counter after a full swing dont work anymore. Either you hold block while release for instant parry or dont attempt it. It leads to that small stamina drain and your character instantly snapping to neutral. This happens more with blunts because of hitstop. Input delay is something im not sure of. The videos i record show me being hit before the weapon passes thru me and the same i do to others. So i wait for high quality private servers
it's a big problem because you have to heavy against fast weapons and heavies are never safe to do, but getting a light swing countered by a fast weapon also just simply hits you an even larger portion of the time
most of the time you can get a forced riposte at least but sometimes it's just fucked
i just held rmb
the parry was up for around 4 frames but i died anyway
you were definitely still in the stagger anim when you got hit at least in that case
when you're swinging a light swing and you get countered there's a stagger animation which locks out all inputs for its duration
I dont duel anywhere close to enough to know if thats intended or not
the thing is that isn't supposed to be long enough that you get hit by the counter for guaranteed damage
it's an Xv1 tool not a 1v1 tool except for when the netcode bends over
lol
only times you die in this game are in a parry lockout or your inputs dont register
or you get hit by non-bugged things which disregard the defensive mechanics
Oh wait
i will become best player in oce by purchasing the expensive router
You have to hold block while swinging
If you block on reaction it wont come up in time
stickey there's a problem with that. A lot of these issues are due to attacker-sided netcode. If you have a good and reliable setup what will happen is enemy players will have reliable active parry against you and you won't have reliable active parry against them.
It's just that there's more benefits to having a stable setup than there is to having an unstable setup unless you're using something like clumsy to intentionally lag switch
i think i have a pretty average setup
My refusal to hold block has made me get hit all the time on fast counters and riposte. So i would know
my setup is too stable for me to benefit from clientside netcode abnormalities so I only get people doing swingthroughs on me because that's server-side
so i need to downgrade my setup for the game to work properly
more like you'd have to downgrade your setup to have the game work improperly in your favor
will parry and counter work
if you're downgrading your setup you're making everything you do less consistent which is why good players prefer a stable setup to an unstable setup
and if you lag switch that's cheating/if someone knows what you're doing it's reportable to chivmail for a ban
im not going to downgrade my setup
im going to email torn banner and tell them to fix game
i regret my purchase mordhau was better
both games suck, but chiv 2 is so nonfunctional right now that I can't really argue that. Chiv 2, if the game functioned consistently within reasonable expectations without failed cancel to parries and other netcode abnormalities making the game miserable, would easily be a better teamfighting experience and maybe even better high end dueling(even though chiv 2 has its own problems there like counter trading for multiple minutes)
too bad the game doesn't work
well I was wondering if cancel to parry is deliberatly delayed
because when I swing and then rmb there is a really noticeable delay to the parry
almost like the player goes back to neutral state then parries instead of the other way round
it wasn't like that before 2.8 and the change wasn't specifically documented, and most of the time cancel to parry acts like neutral parry other than needing a very small amount of time for the cancel portion
if it was broken on purpose that was a terrible combat change implemented in the worst possible manner
That happened to me during the MFL last week. That and button response issues
I don't believe it was intentional though. They've managed pretty goofy stuff by accident like how every other patch agathian peasants on courtyard have no ability to perform emotes and thus cannot eat, the coxwell last bug where you never stop spawning as soldiers seems unfixable, (fixed in 2.8) they had symmetrical invulnerability zones on either side of galencourt bridge, and there's another funny thing where they changed the catapults on darkforest gates to have the health of lionspire catapults in an undocumented change
It definitely started 2.7 at the latest. I went the longest time without finally making a post about it cuz no one did
this is one of the patches where agathian peasants can't eat
it'll probably work in 2.9 then regress in 2.10 again because torn banner does no regression testing whatsoever that seems to have real impact
how do they manage to break that
That same thing that happened when you were on the hill in Aberfell happened to me also but in a different map. Although I don't recall feinting at the end when the game sold me.
It's Tornbanner, anything is possible
from the clips I recorded it seems if you input anything in the last 10 frames it wont register in time
I can send them, maybe I am inputting to early or late
The fact that it only happened once which is crazy ( so far )
As in like crouching while attacking
Wdym?
When I was crouching afterI was drawing my into a heavy attack but then reset me to where I'm crouching then it proceeds to perform a heavy
Game that I need to also feint which is not right
i bet it has something to do with THIS :
That's explains. I do feel like it's more than just the Mace and the 2H Spear though
I hate that when I press a button but I would just stand there instead after I pressed a button 💀
had some of that last night too
Same here
I can’t believe the amount of failed parries tonight. It was unbelievable
I was just getting hit left and right. I would hit someone or some other action and I could never get my parry up in time to block on coming swings
Pain
Id like a neutral perfect block lmao counters that dont swing look goofy af
he equipped the dane axe thus your active parry is forfeit
Sadly people will just tell you “well its just latency lmao” or “its an online game what did you expect”
your dreams
that one was during block cooldown since you dropped block
nah that was way more than enough time
I'm still angery that handle hitting from the front is the best way around block. Not saying this is bug but it is stupid
compared to me trying my darndest to hit people around their block from the back and that not working
is this too late or bug?
also where bloc
you were fully in neutral when he hit you and block should be instant once you've reset to neutral
looks like an input queue fail
no input?
how the fuck was feint showing up on your screen there
that's particularly weird
my spammming inputs trying to make something happen prolly
so many clips of getting hard robbed on hit -> action select available -> input block
grrrr maul too fast
nothing faster than death coming after you swing through an enemy player
other than death coming when you get shot at by 3 console crossbow archers at once
where active parry? plssssss
no clue bro haha dont ask me 
anyway, selling active parry, not stolen, genuine 5 shillings
I am now complaining alot, but the thing is it takes a long time to master both the mechanical skill and strategic skill. So to be cucked all the time by the game when I'm trying to do difficult things is very disheartening. You know what I can do? I can pick up halberd on knight and never ever die except to archers. I'll just dance around teammates and only riposte heavy stab.
Like I genuinely think that they fucked up the game so bad in 2.8. I played safe as a peasant on coxwell with a halberd and got 35 kills! The next highest was 20. I only died at the end when my GeForce experience overlay got frozen and I couldnt see shit. I simply didnt put myself in any situation which would chance some bullshit happening
im next to you in this, i feel like awasted so much time getting decent at this game
to get fuked over and over by the servers
like wtf is even happening here
the forbidden counter riposte combo!
worst of both worlds!
oh i hate that. best part is feinting right away to slash so you can cleave but now what little active parry you had is gone
i've dubbet that "Getting Chivtwo'ed"
ah hell block didnt block, counter didnt counter...Got chivtwo'ed again
you exited windup and the active parry ended the instant his longsword slash exited windup based on what part of the messer anim is there. I think if you had heavied the overhead you might've been fine, but heavies aren't entirely consistent at extending active parry so who knows.
im gonna call this bug the blue parry
That is excalty what I've been dealing with lately on console also
id be cool as shit if we had a perfect parry tho, like a swingless counter (just tap the block icon) or sum like that
Ive had MANY instances where i would counter and my player just flat-out stops out of nowhere. The swing never comes out, ill record it the next time it happens.
Exactly like this
its not "block cooldown" its recovery, i think the parry//held parry is a animation that has windup/release/recovery just like all other swings but release is substituted with held parry that creates the parry box